#ifdef FSHIGHPRECISION
precision highp float;
#else
precision mediump float;
#endif

uniform float u_Luminance;
uniform sampler2D u_Texture;

varying vec2 v_Texcoord;
varying vec4 v_Color;


void main()
{	
  gl_FragColor=texture2D(u_Texture, v_Texcoord)*v_Color;
  gl_FragColor.rgb=gl_FragColor.rgb*u_Luminance;
}

